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Tools and Methods Search

Welcome to the search area for tools and methods!

We have collected examples from 90 schools in several European countries. You can search by four different criteria:

  • At which age level you teach
  • The different subjects and activities you are interested in
  • Teaching issues you want to look into
  • How to strenghten different skills and competences among the students

More will come, and you can help by sharing your best practice.

When you have selected a tool or method, there is an option to review the tool. We encourage you to share your opinion or view. This will help us develop the virtual guide, and give important feedback to your colleagues all over Europe.  

 

28 results

It’s My Future provides practical information about preparing for the working world. Students learn about career clusters, high-growth jobs, career planning, and creating a personal brand. And, through a scavenger hunt, they are introduced to the basic aspects of job hunting.

Job Shadow prepares students to be entrepreneurial thinkers in their approach to work. In-class sessions prepare students for a visit to a professional work environment, where they will face a series of challenges administered by their workplace hosts. Students learn how to research career opportunities and the skills needed to land and keep their dream job.

Global Marketplace takes students on a spin around the world. Students learn the products they use every day, like their backpacks and sneakers, might use raw material from one country, be assembled in another, and sold from Peking to Chicago. The program helps students understand how goods flow through various economies and the effect globalization has on their lives.

The Intel® Learn Program has brought the future within reach for more than a million young people in communities around the world where there is limited access to technology in homes and schools. Through participation in this informal education programme, designed to take place after school, students learn the skills necessary to work and compete in the increasingly knowledge-based economy of the 21st Century.

A regional Enterprise Challenge competition designed for primary school pupils and students with Special Educational Needs (SEN) which includes presenting ideas at a Dragon's Den event.

A simple 'stage-gate' process comprising four steps - 'Feel-Imagine-Do-Share' - which can add value to enterpreneurial learning activities and is promoted by Design for Change (DFC), a worldwide initiative aimed at giving children the opportunity to express and act on their ideas for a better world.

A 'stage-gate' model of entrepreneurship education developed by Dr Anne Kirketerp, External Associate Professor at Aarhus University, in 2011.

A process/stage-gate model, developed collaboratively by a Danish primary teacher and a teacher trainer, which is based on design thinking and user-focus.  

The process involves four separate stages (FIRE means 'four' in Danish). It was developed specifically for schools, and for learning situations where learning a subject with concepts, for example, is the core focus.

A reflection, based on the experiences of staff at a Polish teacher training centre, on the value of using simulation games and role play situations in entrepreneurial learning. Suggestions are given for how to design effective simulations and what to consider when using them with students. 

An account of how a Slovakian school uses the development of a student-run company to build awareness of entrepreneurship and business literacy - and bring benefits for the school community.

A didactic model for teachers in any sector of education; the Circle of Innovation describes the four phases involved in the development of new tools. It is based on design thinking and can help teachers and learning material designers organize and structure complex entrepreneurial learning.

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A simple, creative process used in secondary school to start an entrepreneurial activity. “Idea dating” can help stimulate their creativity and communication skills

Two resources used by a secondary school with older pupils in partner primary schools:

  1. The KS2 Enterprise Menu - a selection of curriculum-based enterprise workshops;
  2. The KS2 Enterprise Recipe Book - a collection of lesson plans based on the Menu workshops so that primary teachers can run the activities back at school.
A 'game' is a tried-and-tested strategy for teaching students about a particular topic and/or helping them to develop and practice skills in a 'fun' situation. It helps to build an element of competition into their learning experience, often promoting engagement, motivation and ultimately a sense of achievement. Based on the experiences of practitioners in a Polish secondary school, some practical advice is offered regarding the use of 'games' in teaching and learning situations.
Educational projects for students must necessarily be based on the strategy of educating, described by Goźlińska (1997) as: 'general goals, measures and methods prepared by teachers in order to gain best possible results, methods of interpretation of general educational goals and ways of implementing them'. This is a reflection on the purpose and structure of effective educational projects and how they can help to develop entrepreneurial skills in students of all ages.

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